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Your Godot version:
v4.2.1.stable.official [b09f793f5]
Issue description:
I recently learned that these acceleration vectors have two conventions depending on platform.
Android: This is the proper acceleration of the device in units of m/s².
iOS: Like that but negated and in units of g instead. This is the acceleration of free falling objects relative to the device.
Godot is a mix of both. It uses the negated acceleration in m/s². The docs make no mention of the negation.
Your Godot version:
v4.2.1.stable.official [b09f793f5]
Issue description:
I recently learned that these acceleration vectors have two conventions depending on platform.
Android: This is the proper acceleration of the device in units of m/s².
iOS: Like that but negated and in units of g instead. This is the acceleration of free falling objects relative to the device.
Godot is a mix of both. It uses the negated acceleration in m/s². The docs make no mention of the negation.
URL to the documentation page (if already existing):
https://docs.godotengine.org/en/stable/classes/class_input.html#class-input-method-get-accelerometer
https://docs.godotengine.org/en/stable/classes/class_input.html#class-input-method-get-gravity
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